Eliza Marz | Worlds Without Number Character Sheet | Worlds Without Number | Statblocks & Sheets | World Anvil

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NameEliza Marz
HomelandUnknown
Occupation
Race/SpeciesGeld-touched/human
GoalNot to be found by master, figure out her background, allured by knowledge
DescriptionCharacteristics: Resilient, quick-witted and suspicious (but loyal to a fault once trust is earned). Is a chameleon and hard to understand --- a quiet listener one moment, occasionally gregarious and charming; opinionated and obstinate when pushed out of comfort zone. She trusts her own instincts and is a thoughtful risk taker.
BackgroundRunaway slave
Background DetailsEliza never knew a time before she was slave to a necromancer, obsessed with the idea of evading death. In fact, that's why she suspects he selected her --- her ability to seemingly survive without sustenance or rest. It put her in a place to learn the basics of necromancy ... skills that allowed her to escape when her master was weakened after a spell gone wrong.

With no knowledge of her heritage, nor why she possesses such inhuman traits, she fled to the nearest civilization. There, she found an opportunity to erase her past while learning the knowledge her master kept from her. The campaign may be dangerous, but death is preferable to a life without agency, education and purpose.
ClassExpert
Partial ClassMage (Necromancy)
Class BenefitsQuick Learner: When you advance a character level, you gain an extra skill point which may only be spent on gaining or improving non-combat skills or raising attributes. You may save this point to spend later if you wish.
Level1 XP1
Attributes
STR DEX CON INT WIS CHA
9 11 14 11 14 12
Modifier
+0 +0 +1 +0 +1 +0

HP CURR HP MAX Syst. Strain
4 4 1

Attack
AB MAB RAB IniB
+0 +0 +0 +0
Saving Throws
PHYS EVADE MENT LUCK
14 15 14 15
Skills
Skill Points:
Skill Lvl
Administer0
Magic0
Notice0
Sneak0
Skills (unlearned)
Skill Lvl
Alchemy-1
Connect-1
Convince-1
Craft-1
Exert-1
Heal-1
Know-1
Notice-1
Perform-1
Pray-1
Punch-1
Ride-1
Sail-1
Shoot-1
Stab-1
Survive-1
Trade-1
Work-1
Foci
Geld-touched (xenoblooded) Lvl
Nourished by invisible radiations and need neither eat, sleep, nor breathe. She can see clearly even in the absence of any light.
LuckyLvl
Some fund of remarkable luck has preserved your life at
least once in the past, and continues to give you an edge
in otherwise hopeless situations. This luck does not favor
the already-blessed; this Focus can only be taken by a PC
with at least one attribute modifier of -1 or less.

Level 1: Once per week, a blow or effect that would oth-
erwise have left you killed, mortally wounded, or

rendered helpless somehow fails to connect or affect
you. You make any rolls related to games of chance
twice, taking the better roll.
Level 2: Once per session, in a situation of need or peril,
you can trust to your luck and roll 1d6. On a 2 or
more, something fortunate will happen to further
your goal, provide an escape from immediate peril,
or otherwise give you an advantage you need, if not

immediate victory. On a 1, the situation will imme-
diately grow much worse, as the GM sees fit.
Weapons
RDY Weapon Dmg Rng/Spec/Shk # ENC
Short sword 16 Shock 2/AC 15 1
Hit +0 Mods
Throwing blades 5 1
Hit +0 Mods
Armor
RDY Armor AC ENC
Small shield 13 1
Mods
Buff coat 12 0
Mods
Belongings
gp, sp, cp
RDY Gear ENC
Rations, 1 wk 4
Backpack 0
Waterskin 2
Tinder box and 3 torches 1
Grappling hook & 50' rope 2
Total items of max 4 (add +2/+4 with slowdown) 0
Total Encumbrance of max 9 (add +4/+8 with slowdown) 12
Note: encumbered, max 20ft/move!
Current Goals
Goal XP
Magical Arts
Current Effort: 1
Max Effort: 0

Bonetalker: You can see and communicate with any undead creature, regardless of a shared language or the creature’s natural state of invisibility. By Committing Effort for the scene you can sense the surface thoughts of any visible undead, including an impression of any commands or behavior it has been ordered to carry out. Unintelligent undead will not attack you or your companions unless specifically compelled to do so by a command or a master. Even intelligent undead will generally pause at least for an initial parley before attacking.
High Magic
Spells cast: 0

Phantasmal Mimesis (Level 1)
The mage creates a phantasmal seeming at a visible location within 100 feet per caster level. The illusion can occupy a number of 10-foot cubes equal to the caster’s level and can include visual, audible, olfactory, and even tactile elements. If onlookers have no reason to believe the illusion is false, they will unconsciously move and perceive so as to conform to its apparent physical qualities, halting before walls, reeling from imagined blows, and seeing their clothing burnt by phantasmal flames. The illusion will behave and act on its own in accordance with the caster’s intentions for it, but it cannot go more than a hundred feet from where it was conjured. Phantasmal monsters fight with the caster’s hit bonus, do 1d8 damage, have AC 10, and vanish if struck. There can be no more than one active illusionary attacker per two caster levels. Foes brought to zero hit points fall unconscious and wake up ten minutes later with 1 hit point. Creatures convinced the illusion is false can make a Mental saving throw each round to reject its psychic influences, becoming immune to its effects. The illusion lasts until dispelled, the caster drops it, or this spell is cast again.

Command the Dead (Level 1)
The necromancer exerts their will over a number of hit dice worth of undead equal to twice their character level. These undead must be visible and within one hundred feet of the caster. Undead get a Mental saving throw to resist this binding, at a penalty equal to the caster’s Magic skill. Creatures only partially-bewitched by the spell due to their excess hit dice merely stand dazed for a round. Those fully within the hit die cap who are affected become suicidally loyal to the necromancer until they are released by the caster. Regardless of how often the caster uses this spell, they may have no more than twice their level worth of hit dice bound at any one time, with the oldest-enchanted being first released.
Notes
Zeal: 3


Beliefs:
  • People can take your freedom, but they can't change who you are unless you let them.
  • People with power take advantage of weak people.
  • All life is valuable, even when it comes at great personal cost to preserve it. Only your personal life is the exception.


  • Instincts:
  • Listen & observe in new situations. If you're told no, there's always a go around.
  • Make allies with lower/overlooked people (including the dead).
  • Always be on guard physically and mentally -- it keeps you safe.

  • Created by

    elizamarz.

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